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Old 08-21-2010, 07:35 AM   #91
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But it's also a bit their own problem... They just do things without discuss with eachother. They just make something let it try on amun everyone not happy? Doesn't matter we're the big boss... We will implent it anyways
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Old 08-21-2010, 07:44 AM   #92
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The new knight dispel skill was a suggestion, IIRC.

The auras changes were suggestions.

The new reactive nature of many buffs were suggestions.

The hp increase was a suggestion.

The extension of fights were suggestions.

The nerfing of pets was a suggestion.

The stalker buff was a suggestion.

If I named every change which was suggested by the community in this update, this post would be considered spam.
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Old 08-21-2010, 08:17 AM   #93
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Was the damage nerf also suggested? Now marks grind as shit...
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Old 08-21-2010, 08:53 AM   #94
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This sounds sweet, I think my conj is 43 now, and when I'm able to start playing again, I'll have to dust it off and level the hell out of it. I ADORE support conjing, when I'm in the WZ I stick to full support, and even if it's hard, it's rewarding because you really feel like you've done something.
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Old 08-21-2010, 09:01 AM   #95
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Quote:
Originally Posted by tjanex View Post
Was the damage nerf also suggested? Now marks grind as shit...
Dmg nerf = extension of combat, so yes, it most certainly was.

Mobs will be balanced later in this update.
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Old 08-21-2010, 09:56 AM   #96
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I hope for them... Other wise I can delete my Marks and won't be able to lvl it up like this...
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Old 08-21-2010, 01:51 PM   #97
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Quote:
Originally Posted by chilko View Post
Conjurers are one of the most important classes in Regnum
They are a big "lubricant" of the gameplay "engine".

We are not trying to nerf conjurers.
Previous conjurer nerfs made one year ago where there because one conjurer was able to take care of groups of 50 users and had broken spells like protection dome covering 100% of everything because of a bug.

Our objective is to have more support conjurers.

We believe that the lack of support conjurers is because of some possible summon + heavy defence configurations that you guys call Warjurers.
Warjurers are more attractive because they have all of the defense benefits of the conjurers + a completely unbalanced and broken summon discipline.

We can't make support conjurers more appealing by making their support spells OP. That just breaks the whole game up (because of infinite Mana or health at forts)

We will be doing some major re-distribution of the conjurer skills.
Our idea is that people will need more specialization (so only attack or only support conju will be available) and we will also offer some cool skills to the ones choosing the support path.

Also, we plan a complete re-design of the summon discipline. But that should come later.
As this topic is about conjurers i will say my solution to warjurers again.
REMOVE ZARKITS. Summons are fine for grinding till lvl 33 when you get zarkit, zarkits make conjures grind very fast and also make warjures overpowered.
Change the 2 last spells on summon into a support spells, for example make blood drinker a % health by damage dealed maybe 10% or 15% at lvl5.
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Old 08-21-2010, 04:43 PM   #98
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Quote:
Originally Posted by Necrovarus View Post
Don't you find it ironic and hypocritical that NGD has the exact same problem?
I believe NGD's issue is with Warjurers. They are insanely easy to grind and OP on 1vs1. I think NGD is looking into balancing Conjurers in a very different way. I'd rather just see them nerf or change summons and make support spells more effective and easier to use.
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Old 08-21-2010, 05:16 PM   #99
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I didnt read everything (at page 6 i stopped), but i looked at amun and i was pretty surprised (i came back from holiday today).
First i was thinking ngd did an awesome job to conjurers, but then i realised that they put my 900 lvl 5 heal back to 20% wich is always lower (exept at knights lvl 50) without lowering mana cost.
So imagene a lvl 40 conju attacked by a barb, even with awesome gear the conju just have 2200-2500 hp, how am i suposed to help him when i can heal just 400 every 10 seconds while the barb is hitting 1k+ normals?

I like playing conjurer, but when you really want to do this 20% thing i will not play it anymore because i am more usefull as another damage dealer or with lvl 5 beetle/will domain/evy.

I think this will be a huge fault NGD.
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Old 08-21-2010, 07:52 PM   #100
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Quote:
Originally Posted by Fritsossss View Post
but then i realised that they put my 900 lvl 5 heal back to 20% wich is always lower (exept at knights lvl 50) without lowering mana cost.
Even some level 50 knights still get less.... which I found out after playing on Amun yesterday.

NGD wants to reduce warjus, so they nerf all the support spells. Very clever.

Ok, so fair enough, damage has been nerfed too, so heals fall in line with the damage.... what about the low level conjurers? I can't remember the percentages lower down - although if level 5 is 20, I'd assume 4/8/12/16/20... correct me if I'm wrong.

So low levels, who have very little hp as it is... can only be healed by other low levels for 8% of their hp? So if the low level has 1000hp, the conj can heal 80hp. Great. Considering before the damage nerf, level 20 mobs can hit more than double that (and so can lower), that makes low level heals completely useless... a total waste of mana. Ok, and lets say damage is nerfed by 50% (I don't think it's quite that much from what I've seen, but still), that's still one heal per hit, which is still a waste of mana.

I'd say increase the %s across the board, to 5%, 10%, 15%, 20% and 25% on level 5.... but then maybe NGD would not be happy with that.

So here's what I really suggest:
  • Set the % as 20 across the board, so whether the heal is level 1 or 5, it heals 20%.
  • Have varying mana cost - a slight decrease every level (can't think of numbers though, because I don't know what it is now, only that it's too much)
  • Have a varying cooldown. Each point that you put in reduces the cooldown greatly, so:
    Heal ally (1) has a cd of 24 seconds
    Heal ally (2) has a cd of 20 seconds
    Heal ally (3) has a cd of 16 seconds
    Heal ally (4) has a cd of 12 seconds
    Heal ally (5) has a cd of 8 seconds

Put those three things together, and all of a sudden, it's a relatively useful spell again, even at low levels. And let's face it, 20 seconds should be (just about) enough time between heals for low level conjs to support low level grinders. And then we get up to level 5 heals, and suddenly you're capable of keeping several people in a war group alive.

I'm also going to say again: INCREASE THE EXPERIENCE GAINED FROM SUPPORT SPELLS.

I'd say more, but I fear NGD is not reading this thread any more, and has already decided on how conjurer will be "balanced".
(Say hello to more warjus as SM becomes OP again....)

Quote:
Originally Posted by Fritsossss View Post
I like playing conjurer, but ... i will not play it anymore ...
^That is how I feel atm about the upcoming changes too.
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